#version 450 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } global; #include "ntsc-rgbyuv.inc" #include "ntsc-decode-filter-3phase.inc" #define fetch_offset(offset, one_x) \ texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz #define NTSC_CRT_GAMMA 2.5 #define NTSC_MONITOR_GAMMA 2.0 #include "ntsc-pass2-vertex.inc" #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { #include "ntsc-pass2-decode.inc" vec3 rgb = yiq2rgb(signal); FragColor = vec4(pow(rgb, vec3(NTSC_CRT_GAMMA / NTSC_MONITOR_GAMMA)), 1.0); }